Included in the pack are the following classes.The Trench Strider, a Moon/Ocean themed negative energy melee spellcaster with high mobility but low defences. Original thread hereThe Firmamancer, a Weather themed negative/positive energy caster. Includes a Meteor tree, lots of rain, and a new chantsalike called "Forecasts"! Original thread hereThe Primal Chosen, a negative energy brawler with chronomantic themes drawn from Exalted! Original thread hereThe Stargazer, which is a playable version of the Empyreal, an ancient addon that was included in Embers of Rage for enemies. This class will not appear without Embers, and its exact capabilities can be altered via Game Options. Original thread (mine) here, original original thread here.And introducing the Radiant, a positive energy/vim hybrid that is bright and good without, but diseased and dark within.

TRENCH STRIDERA negative energy user that wields cold, darkness and light, plus fire at high levels. They are highly mobile and can control the battlefield with knockback and freezing. They interact a lot with the Wet mechanic.

They use Magic and Cunning to wield weapons and shields, but usually favour two handed weapons. As guardians of the sea, experienced Trench Strider unlock Exotic Weapons Mastery.

Beat The Shore: Your attacks are like the rising tide, wearing down your foe while building up your own power. Fuelled by magic, you deal %d cold damage and generate %d negative energy on hit. In addition, you now use Magic instead of Strength to equip and use weapons and shields.

High Tide: You cause seawater to rush out with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of %d, doing %d cold damage and %d physical damage to all inside, as well as knocking targets outwards each turn. The tide lasts for %d turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic. The damage and duration will increase with your Spellpower.

Low Tide: You cause seawater to rush inwards with an initial radius of %d, decreasing 1 per turn to a minimum eventual radius of 1, doing %d cold damage and %d physical damage to all inside, as well as knocking targets inwards each turn. The tide lasts for %d turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic. The damage and duration will increase with your Spellpower.

Wash Away: Your combat style is serene even in its viciousness. If your negative energy is over three quarters of your maximum, you reduce the duration of a debuff on you by %d at the cost of 5 negative energy. In addition, %d%% physical damage you deal is converted to cold and darkness damage.

Celestial/WintertideUse cold and darkness to manipulate and move around the battlefield.

Lunar Rush: Leap as a bolt of moonlight to your target, hitting it with all your weapons for %d%% weapon damage as cold and darkness.If the target is wet, they lose wet but Lunar Rush does not go on cooldown.You need to be able to see the target.

Tsunami: Strike the foe with tidal force, dealing %d%% weapon damage as cold and darkness. If the attack hits, the target is soaked and knocked back. The chance improves with your Spell Power.

Glacial Strike: Strike the foe with arctic cold, dealing %d%% weapon damage as cold.If the attack hits, the target is frozen in ice, preventing them from acting but protecting them from damage.You pierce through %d%% of this protection.

Crescent Strike: Conjures up a bolt of darkness, doing %d darkness damage and soaking those struck.The damage will increase with your Spellpower.Celestial/MoonlightUse the interplay of dark and light to confuse attackers.

Twilight Fades: You conjure alternate flares of moonlight and darkness, and the contrast blinds foes within radius %d for %d turns while lighting up your immediate area (radius %d).At level 3 it will also do %d darkness damage within radius %d.The damage done will increase with your Spellpower.

Moonsilver Blade: You invoke the crescent moon to cleave all foes in front of you, doing %d%% weapon damage as light and darkness in a cone of %d.

Pale Cascade: Conjures an aura of light that harms adjacent foes for %d light damage, while shielding you for a base value of %d that is increased by your light damage bonuses.The values will increase with your Spellpower.

Dark Nova: An explosion of dark light pulses from you, doing %d light and darkness damage to all others within radius %d, while causing them to run in fear for %d turns.The damage dealt and fear power will increase with your Spellpower, but the fear is resisted as a mental effect.

Lunar Prowess: Making a weapon attack grants you +spellpower for 1 turn. Using a spell grants you +physpower for 1 turn. At TL 5, both last for two turns.

Lunar Grace: Release an effortless bolt of light, dealing (%d)/2 light damage to the first target hit. If it hits a target, your Lunar Rush cooldown is reset and the bolt explodes in a radius of %d for %d light damage.

Moonfall: A surge of twilight pulses from you, doing %d light and cold damage to all foes within radius %d.The damage dealt will increase with your Spellpower.

Celestial/DepthsMaster the power of the deepest oceans.

Pressure: You assault the enemy with a rain of fast, overpowering blows. You strike four times for cold and darkness damage. Every blow does %d%% damage.Points in this talent also passively increase your attack and casting speed, currently by %d%%.

Deepwater: Icy vapours from the darkest depths of the sea rise up, doing %d cold and darkness damage damage in a radius of 3 each turn for %d turns, with a chance of blinding foes.The damage will increase with your Spellpower, and will not hit you.

Drown: Sustain. Creates an aura of moisture around you, dealing cold damage and causing foes to save against suffocation.

Darkest Depths: Surround yourself with the power of the ocean, increasing all your cold and darkness damage by %d%%, ignoring %d%% of the cold and darkness resistance of your targetsIn addition, your familiarity enhances your defences, increasing your cold and darkness resistance by %d%%.

Celestial/SummertideInfuse mana into your spells to scald your foes.

Chill: Conjures up a beam of frost, chilling the target for %d cold damage over 3 turns.The damage will increase with your Spellpower.

Steam Jet: Rushes toward your target with sudden speed. If the target is reached, you get a free attack doing 120%% weapon damage as cold and fire.If you begin in melee range, it is instead 150% damage.

Mirror Sheen: Like the moon, you reflect heat and light. You are shielded for up to 5 turns for %d. While you are shielded, you reflect %d%% damage you take as fire.The total damage the barrier can absorb will increase with your Spellpower.

Red Tsunami: You strike out with a magically magnified range, striking all foes in front of you for %d%% weapon damage as fire and cold in a cone of %d.

Celestial/Blood MoonCorrupt the moon's light to punish your foes.

Bloodshine: Conjures up a beam of tainted water, doing %d darkness damage increased by your missing health (use at half health for average result).The damage will increase with your Spellpower.

Bloodfire: When you kill a creature, the remainder of the damage done will not be lost. Instead, %d%% of it will splash in a radius 2 as fire and darkness.The splash damage will increase with your Spellpower.Learning this talent increases your physical and spell critical rate by %d%%.

Red Dusk: Invokes a bloodied moon to set foes within radius %d alight, dealing them %d damage over several turns.The damage done will increase with your Spellpower.

Burning Star: A dying star falls on a radius %d area, doing %d instant darkness damage and %d fire damage over time on impact and stunning all within the area for 4 turns.The damage dealt will increase with your Spellpower.

Celestial/HeavensThe moon shines brighter with the aid of the sun.Sun and Moon: Your moonlight is fuelled by the sun, and your attacks blend both lights to strike your foes. You deal %d fire and %d light damage on hit.In addition, your attacks generate %d negative energy at the cost of twice that in positive energy.Twin Dawn: Call forth the Sun to summon a beam of light, dealing %d light damage to all foes in a line.The damage done will increase with your Spellpower.

Evaporate: Release a wave of summer heat in a radius of %d, dealing them %d fire damage. Wet targets take 30%% bonus damage but are no longer wet.The damage done will increase with your Spellpower.

Nova: Release all your positive energy at once, dealing %d light damage to all foes within a radius of %d.The damage done will increase with your Spellpower, and is greater when greater amounts are spent on it. The positive energy cost is equal to your positive energy.

Celestial/StriderYou are most comfortable and most effective surrounded by water.

Ocean Step: You walk with effortless speed, and can walk underwater for longer than most. Your movement speed is increased by %d%%, and your maximum air by %d.In addition, your dedication to your cause is more important than your pure power. You qualify for many class technique talents using Cunning instead of Strength or Dexterity.

Inevitability of Tides: Fighting you is like stabbing the waves, and equally as futile. Your critical strike chances are increased by %d%%, and your melee critical hits soak the targets.Soaked targets instead take an additional %d cold damage.

Sense the Night: You are a guardian and a protector, ever watchful of what happens around you.You have greater senses than other classes. Increase blindness immunity by %d%%, maximum sight range by %d, and increases existing infravision, and heightened senses range by %d.

Replenishing Tides: Water cleanses you, and striking soaked foes replenishes you like the purest rest.Melee attacks against wet foes grant you %d health on hit

FIRMAMANCERA celestial mage. They generate negative energy by moving and casting, and their negative spells are highly damaging. Their positive spells are easy to cast but less powerful. Ideally, this grants their playstyle a feel of building up to a crescendo.

Celestial/Sunlight (Modified core tree)Summon the power of the Sun to burn your foes.

Searing Light(As core, slight damage boost)

Sun Flare(As core)

Solarbeam (Takes double normal time to cast, but has high damage)Gather sunlight for one turn, before releasing a massive, fiery beam, striking all targets in a line %d tiles long for %0.2f light damage and burning them for %0.2f more over three turns.The damage done will increase with your Spellpower.

Stream of LifeYour divine energy heals you even as it scours your foes from the world. All light and fire damage you deal also heals you for %d%% of the damage done.

Celestial/Rainfall (This tree is also given to Anorithil)Control the rain through positive energy.

Floodgate (Negative Pos cost)Conjures a cascade of water, dealing %0.2f cold damage in a radius of %d. Any creatures caught inside will be knocked back.The damage will increase with your Spellpower.

Open The Heavens (Negative Pos cost)Conjures up an immense torrent of rain, doing %0.2f cold damage in a radius of %d.The damage will increase with your Spellpower.This spell generates 15 negative energy, plus 15 more per talent level.

Celestial/Firmament (A new alternative for your bread and butter generator tree, instead of sunlight and rainfall.)Wield the fabric of night itself.

Stargaze (negative pos cost)Assault a target within 7 with the full magnitude of the night sky, dealing %0.2f darkness damage and pinning them for two turns.The damage will increase with your Spellpower.

Distance (pos cost)Invoke a cone dealing %0.2f darkness damage in a radius of %d. The power unleashed catapults you four squares in the opposite direction.The damage will increase with your Spellpower.

Perspective (negative pos cost)Fire a powerful beam of darkness, revealing the power of the night to those struck. They suffer %0.2f darkness damage, and are slowed by 40%% for three turns.The damage will increase with your Spellpower.

Null And Void (pos cost. cannot be learnt by NPCs.)Inflict the most vicious of punishments on a target within %d - utter isolation.They are pinned, blinded and silenced for %d turns.

Celestial/Heavenly (Shows up as Heavens in game. It's Heavenly in the code cause I already used celestial/heavens in trench strider. Whoops.)Wield divine lightning through negative energy.

GenesisYour spells build up to a glorious crescendo. Casting a spell grants you %d negative energy. You also increase your spell and other attack speeds by %d%%.Learning this talent teaches you the Indignation talent, a blast of lightning damage that costs 90%% of your negative energy, and deals %0.2f lightning damage to one target in a range of 8 with a chance to daze.This damage increases with spellpower, and both it, the negative energy, and the attack speed bonuses increase with Genesis talent level.

IndignationConjures up a mighty blast of lightning, doing %0.2f damage with a %d%% chance to daze to a single targetThe damage will increase with your Spellpower, and both values will increase with your Genesis talent level. Tempest improves the daze chance.

RevelationsKnowledge and power are interchangeable, as you shall prove. You form a shield, absorbing %d damage, and deal %0.2f lightning damage to anyone that strikes you in melee.Both effects last for %d turns.Effect power scales with Spellpower.

ReckoningConjures up a mighty beam of lightning, doing %0.2f damage with a %d%% chance to daze to all those it travels through.The damage will increase with your Spellpower, and both values will increase with talent level. Tempest improves the daze chance.

Blinding PresenceYou are surrounded by an eerie pressure. It has a %d%% chance to strike up to %d random foes within 4 for %0.2f lightning damage, with a %d%% chance to blind them. The bright light also gives you an opportunity to hide, becoming stealthed (power %d) for four turns.The damage and stealth will increase with your Spellpower and magic. Tempest improves the blind chance.

Celestial/GaleWield mighty winds through negative energy.DynamoYour movement builds up momentum. Moving while you can see a foe grants you %d negative energy. You also increase your movement speed by %d%%.Learning this talent teaches you the Laughing Gust talent, a cone of physical damage that costs 90%% of your negative energy, and deals %0.2f physical damage to targets in a range of %d.This damage increases with spellpower, and both it, the negative energy, and the movement speed bonuses increase with Dynamo talent level.

Laughing GustConjures up a furious wave of wind, doing %0.2f physical damage in a radius of %d and knocking back your foes.The damage will increase with your Spellpower, and with your Dynamo talent level.

Death-Dealing JourneyYou can briefly turn yourself into a beam of scything wind. You move to the target location and inflict %0.2f physical damage to everything in your path, also causing them to bleed for another %0.2f damage over the next five turns.The damage will scale with your Spellpower.

Hurricane's Opened EyeCreate a deadly hurricane for %d turns. Each turn, the hurricane will pull in targets within a radius of %d, and inflict %0.2f physical damage.The damage will scale with your Spellpower.

Scarlet WindYou are surrounded by a cruel wind. It will strike foes within 2 for %0.2f physical damage at the beginning of your turn.It also grants %d%% global speed.The damage will increase with your Spellpower.

Celestial/DroughtDebilitate your foe with wilting heat.

PatienceYou strike only at the right moment. Until then you wait. Waiting a turn while you can see a foe grants you %d negative energy.Learning this talent teaches you the Thirst talent, a single target spell that costs 90%% of your negative energy, and deals %0.2f fire damage to the target over three turns, with a range of %d.This damage increases with spellpower, and both it and the negative energy gain increase with Patience talent level.

ThirstConjures up a mighty burst of burning heat, doing %0.2f damage to a single target, one third instantly and the rest over two turns.The damage will increase with your Spellpower, and both values will increase with your Patience talent level. Sun's Vengeance increases the initial damage and makes this spell instant. This spell always costs 90%% of your maximum negative energy.

HungerThe target is overwhelmed with weakness and starvation. Their resistances and damage dealt are both reduced by %d%% for 3 turns.

ExhaustionConjures up a cone of heat with radius %d. Any targets caught in the area will have their global speed reduced by %d%% for three turns, and will suffer %0.2f fire damage instantly.The damage will increase with your Spellpower.

To Those Who WaitFire a powerful beam of flame, dealing %0.2f fire damage to all.The damage will increase with your Spellpower.

Additionally, waiting a turn now grants you a stack of Good Things Come, which grants you %d%% damage and resist for two turns, and stacks up to %d times.

Celestial/CalmPrepare for powerful negative spells with light and cold.

RainbowA glittering rainbow stuns those in a radius %d area, also healing you of %d damage.The healing and radius will increase with your Spellpower.

Long SummersThe darkest winters come from the longest summers. You are accustomed to light and life.You receive a %d%% bonus to your healing factor.This talent also grants you a significantly larger negative energy pool while active, increasing it by %d.At raw talent level 5 the negative energy bonus is doubled to %d.

Savor the SilenceA wave of cold light emanates from you with a radius of %d, striking your foes dumb and doing %0.2f cold and %0.2f light damage.The damage will increase with your Spellpower.

Aura of the DawnSurround yourself with the power of the dawn, increasing all your light and cold damage by %d%%, and ignoring %d%% of the light and cold resistance of your targets.In addition, shield effects you create are enhanced by %d%%, as with Aegis Shielding.

Celestial/TornadoUnleash devastation with lightning and wind.

ExodusConjures up a vicious bolt of wind and lightning, doing %0.2f physical and %0.2f lightning damage. This spell also knocks all targets hit backwards, and has a %d%% chance to daze, increased by Tempest.The damage will increase with your Spellpower.

Uneasy SkiesThe storm is never truly over around you, and a devastating eruption of lightning can come from nowhere.When you take at least %d%% of your health from a single attack, you have a %d%% chance to gain 100%% of a turn. This can only happen once a turn.

Slicing MaelstromConjures up a storm of lashing winds and vicious lightning, doing %0.2f physical and %0.2f lightning damage to foes within a radius of %d of you for the next %d rounds.The damage will increase with your Spellpower.

Splintered GaleSurround yourself with jagged winds, increasing all your physical and lightning damage by %d%%, and ignoring %d%% of the physical and lightning resistance of your targets.In addition, you strike in a flurry of motion. You receive a %d%% bonus to your attack speeds.

Arctic GaleConjures up a cone of freezing winds with radius %d. Any targets caught in the area will be slowed by %d%%, and will also suffer %0.2f cold and %0.2f physical damage.The damage will increase with your Spellpower. Wet targets take 30%% bonus damage.

Driving BlizzardA furious blizzard rages around the caster, driving shards of ice in a radius of 3 each turn for %d turns. Foes in this area suffer %0.2f cold damage and %0.2f physical damage each turn.Foes are also knocked two spaces in a random direction.The damage and duration will increase with your Spellpower.

AvalancheYou conjure up a mass of ice and stone and drop it on the foe, doing %0.2f physical and %0.2f cold damage in a radius of %d. It then leaves the area ice cold, dealing %0.2f cold damage each turn for four turns.This area functions like Glacial Vapour, and deals increased damage to and has a chance to freeze wet targets.The damage will increase with your Spellpower.

Chill to the BoneYour frost chills the heart and bruises the body. You increase all your physical and cold damage by %d%%, and ignore %d%% of the physical and cold resistance of your targets.In addition, whenever you deal %d%% of a target's health with cold or physical damage, you reduce their speed or damage by 20%%, respectively, for one turn.

Celestial/ThunderstormCombine lightning and water to soak and electrify targets.

Storm SingingYour efforts shape the storm, driving rain into those you strike.Whenever you deal %d%% of a target's health with lightning damage, you have a %d%% chance to wet them for %d turns.

Electric CrescendoRelease a vicious strike of lightning through wet targets you can see, doing %0.2f lightning damage.Critters will be instantly killed. At most, it will affect %d foes.The damage will increase with your Spellpower.

Frozen LightningIn a breathtaking display of disregard for physics, you freeze lightning into %d missile-shaped shards that you target individually at any target or targets in range. Each missile deals %0.2f cold damage and %0.2f lightning damage.The missiles also have a 20%% chance each to daze or freeze the target. This daze chance is increased by Tempest, and the freeze chance increases on wet foes.At talent level 5, you can conjure one additional missile.The damage will increase with your Spellpower.

Maestro of StormsYou conduct wind, thunder and rain with the sureness of a conductor, increasing all your cold and lightning damage by %d%%, and ignoring %d%% of the cold and lightning resistance of your targets.In addition, you can manipulate and destroy wet foes with ease, dealing %d%% bonus damage to them.

Celestial/Meteorology (yup were doing this were making it hapen)Bring down meteors on your foes.

The Heavens FallCall down a burning meteor to strike somewhere in the target area, dealing %0.2f fire damage and %0.2f physical damage in a radius of 2. Affected terrain is turned to lava for a while.The damage will increase with your Spellpower.

Celestial BulletConjure a small meteor and propel it in the direction you choose. Enemies struck will take %0.2f fire damage and %0.2f physical damage.Burning Wake will leave a trail of flames behind the meteor.The damage will increase with your Spellpower.

Heavenly BombardmentYou concentrate on calling down a rain of meteors on those nearby.While this spell is sustained, you cannot move, and you lose 10 negative energy per turn. However, %d meteors will fall randomly in spaces at least three away and up to six away.Each meteor deals %0.2f physical and %0.2f fire damage in radius 2.This spell disables automatically on resting, moving, or if you have less than 10 negative energy at the beginning of your turn.The effects increase with spellpower.

Galactic DebrisYour experience wielding celestial debris makes you a mighty combatant, increasing all your physical and fire damage by %d%%, and ignoring %d%% of the physical and fire resistance of your targets.In addition, your reserved distance from those around you allows you to reduce the durations of all incoming physical, mental and magical detrimental effects by %d%%.

Celestial/ForecastLearn to speak the future of the skies.

Words of ForecastYou have learned to manipulate the sky with your predictions, granting you three different effects (Teaches you three talents; as with Midnight Chants and Hymns):Words of the Sun: Increases your life regen by %0.1f.Words of the Wind: Increases your defense and armour by %d and armour hardiness by %d%%.Words of the Storm: Increases your spell, physical, and mindpower by %d.Forecast ProphetYour Forecasts now bathe you in a cocoon of wind and lightning, granting you %d%% movement speed and dealing %0.2f lightning damage to anyone who hits you in melee.These values scale with your Spellpower.

Forecast SeerYour skill at seeing and manipulating the future allows you to better strike foes, granting you %d%% critical chance.Also, when you end Forecast, you will gain an effect based on the Forecast you ended.Words of the Sun heals you for %d. (While it says this in game, it actually grants a shield.)Words of the Wind grants you a damage shield that blocks %d damage. (While it says this in game, this one is the heal.)Words of the Storm reduces the cooldown of celestial skills by %d.

Forecast OracleYour passion for predicting and controlling the weather reaches its height.Your Forecasting now increases your physical and lightning damage by %d%% and deals %d physical damage to anyone that strikes you with an archery or spell attack.These values scale with your Spellpower.At talent level five, you levitate slightly above the ground, allowing you to ignore some traps.

Celestial/Blaze (Given to Anorithil. The Firmamancer does not receive this tree.)Bring down celestial fire.

FirebeamAs core talent, slight damage boost.

SunburstAs core talent, deals burning damage as well as light. (This change is identical to that given by Midnight.)Astral Inferno (I have no regrets.)Your light burns the spirit, causing it to set the foe alight and deal %d%% of the light damage as fire over four turns.You also passively receive %d%% fire penetration.

Divine FireCalls forth a column of fire from the Sun, doing %0.1f fire damage to the target.Fire dealing %0.1f damage will also be placed in a radius 2 around it for %d turns.The damage dealt will increase with your Spellpower.Divine Fire will use up the Sun's Vengeance buff as if it were Sun Ray.

PRIMAL CHOSENLoosely based on Exalted concepts, with a dose of namedropping from one of our own heroic tome staff, the Primal Chosen is a magic-based brawler who wields temporal and darkness damage.They can adopt lupine form (sadly, no graphic for this), but they find themselves drawn to strange, temporal magic, rather than the celestial of their compatriots. As they grow, they slip into more powerful chronomantic techniques.

They have a life rating of +2, a +4 bonus to magic and cunning, and a +2 bonus to all other stats - while magic based in theory, they basically require every attribute score to some extent.

Dawn's FuryStrike with overwhelming force, dealing %d%% temporal weapon.This talent also allows you to wield the Aura of the Dawn stance, which grants physical and spellpower. While you use the Aura of the Dawn, if Dawn's Fury isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).

Aura of the DawnIncreases your physical and spellpower by %d. This scales with character level.While sustained, your Dawn's Fury will replace basic attacks when not cooling down.

Only one unarmed stance can be used at a time, whether an aura or a traditional stance.

Radiant AweStrike with such ancient glory that your foe is frozen, struck dumb by your glory. You deal %d%% temporal weapon damage, and the target has a 75%% chance each to be silenced or pinned for %d turns.

Morning GloryYou shine in the opening stages of a battle. When you first sight an enemy, you gain %d%% movement speed and a %d%% all damage bonus for %d rounds, decaying in the final three rounds.This talent will not trigger again until you have spent a turn without sighting an enemy.

First LightStrike out with all your might, dealing %d%% temporal weapon damage to a target within %d.A critical hit with this talent deals %d%% bonus critical damage, based on your spellpower.

Sweeping DuskDash through %d tiles, dealing %d%% weapon damage as darkness to anyone adjacent or within to your path.This talent also allows you to wield the Aura of the Dusk stance, which grants bonuses to movement and attack speeds. While you use the Aura of the Dusk, this talent's cooldown is reduced by six.

Aura of the DuskIncreases your movement, spell and physical speed by %d%%. This scales with character level.While sustained, your Sweeping Dusk will reduce its cooldown by six after use.

Only one unarmed stance can be used at a time, whether an aura or a traditional stance.

Hunting Black BloodWhile sustained, you detect foes in a radius of %d, based on Magic and talent level.

Evening GloryYou shine when you see the end approaching. When knocked below 50%% of your maximum health, you gain %d%% global speed and a %d%% all resist bonus for %d rounds, rising up to that value on the third and subsequent rounds.This talent will not trigger again until you have spent a turn without sighting an enemy.

Fall Of NightDash forwards with vicious speed, with a range of %d. If you reach a target, you perform a vicious melee attack for %d%% weapon damage as darkness, and can blind the target for 3 turns.You must move from at least 2 tiles away.

Celestial/Twilight's AuraDefensive celestial combat to keep you alive in long fights.Eternal TwilightAn aura of timeless shadow surrounds you, harming those that attack you in melee for %0.2f darkness and %0.2f temporal damage. The effect lasts for %d turns.This talent also allows you to wield the Aura of the Twilight stance, which grants a huge damage penalty and a huge regen bonus. While you use the Aura of the Twilight, this talent also provides %d%% all resist.Effect power scales with spellpower.

Aura of the Twilight (No NPC)Increases your life regen by %d, but reduces your damage by %d%%. The regen grows and the penalty shrinks with character level.While sustained, your Eternal Twilight provides an all resist bonus.

Only one unarmed stance can be used at a time, whether an aura or a traditional stance.

All Good ThingsEverything ends, good and bad. You try not to dwell on the bad, and it slides from you like water from a duck.When activated, this ability reduces the duration of all active detrimental effects by 15%% of your appropriate save value plus your talent level.Physical effect durations reduced by %d turnsMagical effect durations reduced by %d turnsMental effect durations reduced by %d turns

Still WindsYou are aware of everything that goes on around you, allowing you to see that which hides, and use your foes' mistakes against them.You increase existing infravision, and heightened senses range by %d.In addition, you attempt to knockback any foe that misses you in melee, knocking them two spaces away.Twilight FadesYou are strongest in the first moments of the dawn and the dusk.When you leave the Aura of the Twilight, you gain a damage shield with a value of %d, lasting for 5 turns.If you enter the Aura of the Dawn in this way, you also receive a %d%% all-damage bonus. If you enter the Aura of the Dusk in this way, you also receive a %d defense bonus.The shield and defense bonus scale with spellpower.

Claws Of NightYour celestial talents have led you to this; the ability to adopt a powerful, lupine form.While in this form, you deal bonus damage on each attack, reduced by 25%% when using a shield and by 50%% when dual wielding.This damage is always at least %.02f darkness and %0.2f temporal, but will be 25%% of the melee attack's damage if that would be greater.Your speed and insight also grants you a %d bonus to your defence. However, this drains your energy very quickly - you lose %d negative energy each round this is sustained, and it deactivates if this loss would take you below zero.The effects will increase with your Spellpower. The drain is reduced by talent level.

Moontide BlessingsYour body is made of stars and fate, and it is powered more by your mind than your body.When you activate Claws of Night, it adds %d Dexterity (Based on your Cunning) and %d Constitution (Based on your Magic) to your abilities.Moon's VigilYou wrap the night around you, vanishing from sight.For two rounds, you are stealthed; completely regardless of detections or what actions you take. At talent level 5, the duration becomes three rounds.

Blessed SilverYou have learnt the weaknesses of the unnatural; the creatures that Eyal despises. You can slay them more easily than others.You take %d%% less damage from these creatures and deal them %d%% more damage.These creatures include undead, horrors, demons and titans.

Chronomancy/Written In StarsCome to understand and wield a greater destiny.

The Stars AlignFate conspires in little ways to lead you to victory.Whenever you score a critical hit of any kind, you gain one Spin. (See Chronomancy/Fate Weaving: Spin Fate)Your Spin Fate stacks grant you %d negative energy regen each.All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.For each talent in this category you have at raw talent level four or above, you may gain one more Spin Fate stack than normal. (Maximum %d.)(JFTR, thhe Folds don't count.)

Final Chapter - Yes, an adventurer with this AND weapon manifold will be folding constantly.You now have a %d%% chance to Fold Fate, Entropy or Moonlight into your attacks.

Fold Destiny: Deals %0.2f temporal damage to enemies in a radius of %d. Affected targets may lose %d%% darkness and temporal resistance for %d turns.Fold Entropy: Deals %0.2f darkness and %0.2f temporal damage to enemies in a radius of %d. Affected targets may have their accuracy and damage reduced by %d%% for %d turns.Fold Moonlight: Deals %0.2f darkness damage to enemies in a radius of %d. Affected targets may be confused or blinded for %d turns.

Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn.

Tool of DestinyYour blows are fated. Each stack of Spin Fate you gain also grants you %d%% critrate.All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.

Assuming The MantleYour destiny has always lain beyond the heavens. Each stack of Spin Fate you gain also grants you a %d%% bonus to temporal damage, penetration, and resistance.All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.

Gaze Of HistoryYou fill the target's mind with a glimpse of infinite history. The overwhelming perspective dismays them, reducing their damage and accuracy by %d%% for %d turns.

Alpha ClawThe first strike is the most important.Attack the target for %d%% weapon damage as temporal. If the target is above 75%% of their maximum health, you instead deal %d%% weapon damage.

In The BeginningYour strike transcends time and space, simultaneously striking all foes in an area of %d, centred up to %d tiles away.Foes in the area take %d%% temporal weapon damage.

With Every DawnEvery story has a beginning.Whenever you deal at least %d%% of a target's health in damage, you inflict them with Ends Beginning for three rounds. This interacts with an Endings talent.If you strike an enemy afflicted with Beginning's End (caused by an Endings talent) and deal at least %d%% damage, you deal 50%% more damage as temporal.

You also give yourself a complementary buff, providing %d%% global speed for three rounds. The effect scales with your spellpower and paradox.No effects apply while not in the Aura of the Dawn stance.

Chronomancy/EndingsAnnihilate armies with dark unarmed techniques.

Echoing CullYou make a vicious attack that echoes through the world, dealing %d%% weapon damage as Darkness in a cone of %d.Your attack also tears the fabric of space, and you teleport randomly in the cone's area.

Omega HandThe only strike that matters is the last.Attack the target for %d%% weapon damage as darkness. If the target is below 25%% of their maximum health, you instead deal %d%% weapon damage.If the attack brings them below 25%% health (or if it didn't, but an empowered attack would have), the difference is dealt to them directly.

An Aeon EndsYou warp %d tiles to the target location, reappearing with a warped strike that hits all adjacent foes for %d%% weapon damage as darkness.

Comes The DuskEvery story has an ending.You lash out with phenomenal speed and power, dealing %d%% weapon damage as darkness in a radius of two.Against targets afflicted with End's Beginning (caused by dealing high damage while knowing a Beginnings talent), you instead deal %d%% weapon damage and consume that debuff.

You also afflict the enemy with Beginning's End for three rounds. This interacts with a Beginnings talent.

It also comes with an additional debuff that reduces their global speed by %d%%.This talent cannot be used when not in the Aura of the Dusk stance.Chronomancy/SerenityDefend and destress yourself with serene unarmed techniques.

All Things PassSuffering is an illusion. In your experience, most things are.Your reduce the duration of incoming detrimental status effects by %d%%.

An Eternal Instant (The % starts at 150%)Spend one turn to gain %d%% percent of a turn.Lethal PerformanceIn peace there is knowledge, in knowledge their is power. Serenity is the place from which birth and death come.

Lethal Performance lasts for %d rounds, and can only be used while using the Aura of the Twilight. It will end if that stance is left.

While the effect lasts, you do not suffer the damage penalty from that stance.

Avoidance KataYou can escape from the most deadly situation by never having been there in the first place.When you would take damage that would reduce you below zero health, you do not take that damage; heal %d%% of your maximum health, and teleport randomly in an area of %d, moving at least 20 squares.This effect has a cooldown.

Mind Over MagicWith strength of spirit, all other strength becomes irrelevant.Your Strength, Dexterity, Constitution, Magic and Cunning are increased by %d, based on your Willpower.If your Willpower changes, this sustain should be restarted to properly account for the effects.

Duck FateYou wield fate to your advantage, quickening as you avoid one blow and ignore another as if it never happened.You gain %d defense, passively. In addition, whenever an enemy misses you with an attack, you gain %d%% global and movement speed, stacking to a maximum of three times.Haste increases with spellpower and paradox.

Perfect SelfBy improving one facet of yourself, you improve all facets.Your saves are each increased by %d%% of the difference between them and your highest save.

Prismatic Arrangement of EyalThe truly wise know that there are many paths to enlightenment.You realise that each is a single facet of the one path.While sustained, you can enter multiple stances at once without them interfering with one another.However, doing so is strenuous for both you and spacetime itself: Your Paradox increases by %d each turn while the effect is active.This can cause an anomaly. Doing so will deactivate this sustain and all stances.

STARGAZER (EMPYREAL)If you're like me, you recognised unfamiliar talents being used by Astrologers and Astral Conjures and Stargazers. If you've been here longer than me, you may have recognised them as Empyreal talents, finally added to canon after languishing in the forgotten depths of the addon forum. Immediately I decided to polish them (very slightly) and give them to players, so. Here we are. All credit goes to DarkGod and everyone who helped with Embers, and to Umbrall, creator of the class - some of these talents are impossible, they boggle the mind.

The Stargazer (A new name for the Empyreal to prevent conflict) is a celestial class focusing on projectile manipulation. Depending on your choice in the game options, it may have my modified/fixed Void talents, and it may have Chronomancy. By default, it has neither - go into Game Options to change it, then start a new game.They have +6 Magic, +3 Constitution (I'm not sure why they say they're con-based), no life per level modifier and 90 base life. They have the following categories:

Celestial/SolBlast your foes with the speed and power of light. (Category information mine, otherwise unmodified from original/Embers - as far as I can tell, Embers didn't change it from how it was originally presented.)

Solar OrbFire out an orb of light that deals %0.2f light damage and then returns, dealing the same amount of damage again and reducing the cooldown by half (%d) when it reaches you. The damage will increase with your spellpower. The ball will travel at most %d distance to return to you.

Solar WindWhile sustained, this ability speeds up outgoing projectiles by %d%% while slowing incoming projectiles by %d%%. The increase and decrease improve with your spellpower

Lucent WrathAfter %d turns, the target area in (radius %d) is blasted with a beam of light, dealing %0.2f damage and lighting the area

LightspeedInstantly gain %d%% percent of a turn.

Celestial/CosmicDance around the battlefield with the power of the moon. (My description, otherwise unchanged.)

Lunar OrbFires out a bolt of cosmic energy in the target direction. The projectile continues until it hits a wall or the edge of the map, dealing %0.2f dark damage to enemies hit and restoring %d negative energy. The negative energy gained is reduced by 25%% per enemy hit, restoring a maximum of %d. Enemies hit will become aware of you.

Astral PathFire an orb of negative energy towards a spot within range %d.When the orb reaches its destination, it will teleport you to its location.The speed of the projectile (%d%%) increases with your movement speed

Galactic PulseSends out a slow-moving spiral of cosmic energy towards a target location within range 8.As the cosmic energy moves, it pulls in targets adjacent to it, dealing %0.2f darkness damage and granting you 1 negative energy per hit.

SupernovaExpend all of your negative energy to create a massive burst of dark energy (radius %d) at a target location within range %d.This deals %0.2f darkness damage and pins targets hit for %d turns.The damage and pin chance increase with your spellpower, and the damage, radius and pin duration all increase with negative energy and talent level

Celestial AccelerationIncreases your movement speed by %0.2f%% per percent of positive energy and your casting speed by %0.2f%% per percent of negative energy, up to a maximum of %0.2f%% at 80%%. Sustained energy still counts toward the maximum.

Magnetic InversionSwap your current positive and negative energy levels. This spell takes no time to cast.

Plasma BoltFires out a bolt of pure energy, dealing %0.2f light and %0.2f darkness damage in a radius of %d, and slowing targets hit. Their movement is reduced by %d%% and attacking, casting and mind attacks by %d%%. The bolt will attune to your current positive and negative energy amounts.

Celestial/ReflectionDeflect and manipulate projectile attacks.

Diffraction PulseCreate a distortion at the target tile, knocking back all projectiles and changing their direction to face away if possible.

Mirror WallCreates a wall %d units long for %d turns, reflecting all projectiles that hit it and blocking sight.

Spatial PrismTarget a projectile in mid-flight to clone it and target that projectile independently. You gain ownership over the new projectile.

Mirror SelfSummons a clone for %d turns which casts all the spells you cast, dealing %d%% damage and having %d%% health. Additionally, all light damage the clone deals becomes darkness damage and all darkness damage becomes light damage. (This one I had to hack; it didn't have a working AI. I copied the one from Forgery of Haze, seems to work fine.)

Celestial/VoidWield powerful techniques based on darkness.

Nebula SpearFire out a spear of cosmic energies. If it hits an enemy it deals %0.2f damage, otherwise it explodes in a thin cone of radius %d at the end of its range, blocked by enemies, which deals %.02f to %0.2f damage depending on how much the enemies block. (This had neither cost nor cooldown. I have it a minor negative negative cost, as they didn't have one, and a moderate CD.)

Crescent WaveFires out a crescent projectile. If it hits an enemy it deals %0.2f damage and roots them for one turn.If another projectile damages them within %d turns, they take half that damage and are rooted again. (This one I made largely from scratch, as the original wasn't even coded. The original intention was for a curving clockwise bolt, I think. Presumably that was hard/impossible to code. This is, sadly, just a normal bolt.)

Twilit EchoesThe target feels the echoes of all your light and dark damage for %d turns.

Light damage slows the target by %0.2f%% per point of damage dealt for %d turns, up to a maximum of %d%% at %d damage.Dark damage creates an effect at the tile for %d turns which deals %d%% of the damage dealt each turn. It will be refreshed as long as the target continues taking damage from it or another source while Twilit Echoes is active, dealing its remaining damage over the new duration as well as the new damage. (This was given a cooldown (v low) but otherwise not touched.)StarscapeSummons the starscape in the surrounding area in a radius of %d. For %d turns, this area exists outside normal time, and in zero gravity. In addition to the effects of zero gravity, Movement of projectiles and other creatures is three times as slow. Spells and attacks cannot escape the radius until the effect ends. (Untouched. May have been borrowed by Midnight? Might need to actually do a little more...)

Blind the SinfulYou unleash a beam of blinding light, dealing %0.2f light damage in a line, as well as illuminating and possibly blinding your targets.The damage done will increase with your Spellpower.

Light of OrionYou unleash a mighty beam of light, dealing %0.2f light damage in a line, and knocking you %d tiles away from the target.The damage done will increase with your Spellpower.

DanmakuYou lash out twice, unleashing two beams of light, each for %0.2f light damage in a line.At talent level 5, you launch three beams. Each beam triggers your Second Sun talent.The damage done will increase with your Spellpower.

Second SunYour power burns itself into the world, igniting a second time moments later.Whenever you cast a beam spell, it ignites again one turn later for %d%% of the damage as blight.You can hold up to four beams at once.

Celestial/VolatilityInstability brings power; at a cost...

Solar FlaresWhenever you cast a non-instant spell, you gain a stack of Solar Flares, up to %d stacks. Each such stack provides 3%% spell critical chance.You can activate this talent to make your powers unstable. If you do, each non-instant spell instead provides either 1 stack, 2 stacks, 3 stacks, or reduces your stacks by 1 or 2.If your stacks would go below zero, the feedback deals you %d damage, half as Blight and half as Light. The damage is %d, %d%% of your maximum life based on talent level, but is reduced to %d%% of its value based on your Constitution to %d damage.

Sudden PurgeConjures up light into a beam of unpredictable taint, dealing from %0.2f light and %0.2f blight to %0.2f light and %0.2f blight damage.The damage will increase with your Spellpower, and the variance will decrease as your Constitution rises. (No variance at Con 100)

Pulsing AuraAn aura of pulsing energy weakens strikes against you... most of the time. Whenever you would take damage, the damage is either reduced by %d%% or increased by %d%%. The second value begins as half of the first, but is reduced by your Constitution.

Chain ReactionCasting critical hits against your foes grants a %d bonus to your spellpower, up to four stacks. On reaching five or more stacks, you explode, dealing %0.2f light and %0.2f blight damage to all foes within %d. The damage scales with spellpower, and the range with Constitution. You get the benefit of spellpower from excess stacks for the explosion.

Sickening LightYou look like a paragon of light, but inside, you are rotten.Whenever you deal %d%% of a target's health with light damage, you inflict them with a disease doing %0.2f blight damage per turn for 6 turns, and reducing one of its physical stats (strength, constitution, dexterity) by %d. The three diseases can stack.You will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.The effect will increase with your Spellpower.Awful RadianceYou unleash a beam of tainted light, dealing %0.2f light damage in a line. Each creature hit has a %d%% chance of being infected by a random disease, doing %0.2f blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.The damage of both the beam and the disease will increase with your Spellpower.

Terrible GloryInner sickness leads to outer weakness.Whenever you inflict a disease upon your foe, you also inflict Sunburn and Luminescence on them, reducing their light resistance by %d%% and stealth power by %d.The effect will increase with your Constitution.

Dying StarYou sicken the target with a radioactive wasting, causing them to radiate %0.2f blight and %0.2f light damage over 6 turns. (%0.2f blight, %0.2f light per turn)You can target yourself, ignoring your disease resistance, and will never take damage from this effect.The damage will increase with your Spellpower.

Celestial/IrradiateScorched earth...

IrradiateRelease a wave of vicious light in a radius of %d, dealing foes %0.2f light damage. Illuminated targets are afflicted with a volatile sickness, removing Illumination. Each turn for four turns, this will fire a line to another nearby foe, dealing %0.2f blight damage to all foes in a line.If no foes are found, the target will take 50%% more blight damage.If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of light and blight.The damage done will increase with your Spellpower.

Radiant WorshipConjures up a beam of bright light, dealing %0.2f light damage, and tainting the ground it passes over.Corrupted vapor will linger for four turns, dealing %0.2f blight damage per turn to anyone standing in it.The damage will increase with your Spellpower.

Nuclear FusionRelease a devastating pulse of tainted light in a radius 3 ball within 6.Creatures within suffer %0.2f light and %0.2f blight damage. Multiple targets cause a more powerful reaction, increasing the damage by 10%% per target after the first.The damage will increase with your Spellpower.

Purge WeaknessPurge weakness from your body and those around you, increasing all your blight damage by %d%% and ignoring %d%% blight resistance of your targets.Your life regen is also increased by %d, based on Constitution.

Corruption/SicknessYou are broken on the inside...

Bloated ToleranceHowever normal you may appear, your organs are twisted and bloated beyond all recognition.Your corruption grants you %d%% disease immunity and %0.1f%% blight resistance.In addition, each point in this talent increases the life you gain from points of Constitution by 1. This gain is retroactive.

Sickness Within, Sickness WithoutInjury reveals the corruption within you.The first time in a turn that you take at least %d%% of your health from a single attack, your ichor pools in %d random spots within a radius of two.The ichor pools will deal %0.2f blight damage to anyone who stands in them, or will heal you for %d. The pools last for three turns.The damage and healing will increase with spellpower.

Unnatural VitalityEven oozing and broken, corruption revealed, you refuse to die. The closer you are to death, the more dangerous you are.You deal from %d%% to %d%% bonus damage, based on your missing health. The full damage bonus is given at 25%% health or below.In addition, you can survive to %d life below zero, although you cannot see how much life you have while below zero.The negative health threshold is based on your maximum health. It will update when you take damage, but you can also force it to update by equipping an item.

Manic FlurryThose that reveal the monster within cannot escape.When you take at least %d%% of your health from a single attack, you have a %d%% chance to gain 100%% of a turn. This can only happen once a turn.

Celestial/ReactorThe balance of powers is to your benefit...

Internal ReactorYou generate energy deep within you, constantly fuelling a damage shield, up to a total value of %d. Each turn, the value increases by %d%% of the maximum value (%d).Activating this talent, or on any turn where there is no active shield, will create a shield for twice that value. (%d%% of maximum, %d) A shield will last for five turns when you stop charging it.Learning this talent teaches you four ways to end the sustain. You may do so to heal yourself for %d life, to instantly create a full shield of %d value for 10 turns, to project a beam of %0.2f blight and %0.2f light damage, or to grant yourself a %d%% global speed bonus for 5 turns.The shield value, healing, and damage will increase with your Spellpower. The shield charge rate increases with Constitution.

Reactor: Full CapacityYou deactivate your Internal Reactor to fully charge its damage shield.The resultant shield lasts for up to 10 turns and negates %d damage.The total damage the barrier can absorb will increase with your Spellpower and Internal Reactor level.

Exclusion ZoneWhen your reactor burns bright within you, those nearby burn too.As long as you possess a shield with a value at least 50%% of your Internal Reactor's maximum value, and this talent is sustained, you deal %0.2f light and %0.2f blight damage each turn to foes within %d.The damage increases with your spellpower. At talent level 5, the shield need only be at 25%% of its maximum value.

Nuclear DriveWhen your reactor burns bright within you, you move with tremendous speed.As long as you possess a shield with a value at least 50%% of your Internal Reactor's maximum value, and this talent is sustained, you gain a %d%% bonus to each of your non-global speeds.The damage increases with your spellpower. At talent level 5, the shield need only be at 25%% of its maximum value.

This talent will update values whenever you take damage.

Critical MassWhen your reactor burns bright within you, your attacks obliterate all before you.As long as you possess a shield with a value at least 50%% of your Internal Reactor's maximum value, and this talent is sustained, you gain a %d%% bonus to your light and blight damage, and penetrate through %d%% of your foes' light and blight resistances.At talent level 5, the shield need only be at 25%% of its maximum value.

This talent will update values whenever you take damage.

1.0.0-First release as a compilation.-First release of Radiant. (OOPS)-changes from classes when they were alone:-Firmamancer: Replaced Dazzling Flare with Solarbeam.-Firmamancer: (The Dazzle effect might be worth resurrecting somewhere, but I'm not certain where.)-Firmamancer: rainfall talents damage now matches tooltip. This changes the tooltip for Downpour and buffs the actual damage but nerfs the tooltip-damage for Open the Heavens.-Primal Chosen: First Light now has proper damage in tooltip.

1.0.1-Fixed Trench Strider requirements.-Fixed Patience/Those Who Wait not working.-Fixed the four Internal Reactor mini-talents.-Fixed Sickness Within, Sickness Without! Also buffed the number of squares and duration and made the duration scale.-Fixed Manic Flurry? Or it might not have been broken to start with? Its proccing now and seems to work.-Fixed Unnatural vitality!-Fixed Critical Mass and Nuclear Drive!

1.0.2-Fixed Awful Radiance (and any other beam with non-standard damage) being incompatible with Second Sun

1.0.3-Edited the con scaling on Volatility talents to account for very high constitution.-Fixed Stargazer hook, although it (the hook, not the class) will now appear without embers.-Fixed the Chain Reaction duration not refreshing when a new stack is added-Fixed chain Reaction causing an overflow error if you somehow did hit five stacks

1.0.4-Actually tested all the Irradiate tree. That should be everything...-Fixed Irradiate? Also nerfed slightly cause its an aoe that makes aoes-Radioactive vortex is no longer considered a disease. I suspect it spreading was somehow linked to that?-Fixed Nuclear Fusion, buffed the multiple foes gain-Other two talents are fine-Added ANOTHER check to Second Sun, as I was being bombarded with errors whenever a rare spawned with it. If anyone finds a beam that doesn't work with it, please call out which beam it is and I'll see if I can make the checks account for its foibles.

1.1.0-Fixed a tooltip/effect argument in Claws of Night to the tune of double base damage. (% damage untouched.)-Added Lunar tile when using Claws of Night, since I was in there.

1.1.1-Fixed First Light bug for primal chosen.

1.1.2-Made Claws of Night auto-deactivate on rest or run.-Made Primatic Arrangement of Eyal do the same, and also end all stances when left.-Were trench strider weapon attributes broken? if they were, they're not.-NPC Primal Chosen no longer replace their tile (?)

1.1.4-Added a per-target cooldown to Sickening Light.-Spellsword stances NOT affected - they aren't exclusive to unarmed stances, so they don't interact with this system. -Stream of Life no longer procs fungus/aegis or other on-heals. -Stream of Life now heals from any damage (of the converted type) dealt during an all-damage-convert effect.-Fixed Patience.-Rolled midnight chants changes into main game version-Secret future code because it was easier this way...

To Do-Buff trench strider's survivability (see top of page 5)-Take into account Kanos' Radiant comments. (little lower on page 5)-Also Arvasti's Firmamancer comments (start of p6)-Fix second sun exploit: it copies your origin and target, but not your range. You can target a square out of your range. Original beam will be range limited, the second sun beam is not.-Hunting Black Blood's tooltip says its radius is 4 higher than it is. The tooltip wasn't changed when it was nerfed.-Change the formula to: (self:combatScale(self:getMag() * self:getTalentLevel(t), 3, 10, 10, 500)). This should vary result from 3-10 as magic* talent level scales from 10-500. Remove the half and the + manually added after the formula. Test this at various values cause I dont actually understand the formula.-All Good Things (Celestial/Twilight's Aura) needs a math.floor on its reduction.-Radiant's Irradiate needs to have its effects reordered - it can cause Luminescence and then proc off of it.-Put another decimal place in Radiant's Pulsing Aura description.

Last edited by astralInferno on Sun Feb 18, 2018 12:25 am, edited 27 times in total.

1.0.1-Fixed Trench Strider requirements.-Fixed Patience/Those Who Wait not working.-Fixed the four Internal Reactor mini-talents.-Fixed Sickness Within, Sickness Without! Also buffed the number of squares and duration and made the duration scale.-Fixed Manic Flurry? Or it might not have been broken to start with? Its proccing now and seems to work.-Fixed Unnatural vitality!-Fixed Critical Mass and Nuclear Drive!

Loving the addon so far, especially since the Radiant spells got patched to work properly.

Two quick bug reports:EDIT: noppa beat me to reporting it.

The extra trees option for Stargazer still does not seem to be showing up in Game Options. I've tried looking in all of the categories and enabling any disabled talents just in case I was blind and missed it completely but nothing's changed with the class even after creating new characters. I've heard that it works for some people though so no clue what's causing it.

Don't have a picture on this comp, but trying to cast Sickly Radiance now throws up Lua errors whenever I click to confirm the casting. I had invested in Second Sun just before it started happening, but it was working normally until I started fighting Bill. I'll get the error log when I can.

1.0.3-Edited the con scaling on Volatility talents to account for very high constitution.-Fixed Stargazer hook, although it (the hook, not the class) will now appear without embers.-Fixed the Chain Reaction duration not refreshing when a new stack is added-Fixed chain Reaction causing an overflow error if you somehow did hit five stacks

Observations on Irradiate: Using Irradiate on Illuminated enemies causes errors on every turn that the beam from the spell is cast, though it will do damage and cools down properly unlike Danmaku.

EDIT: Actually, it's only doing damage if there are nearby enemies for the beam to cast to. The "take 50% increased damage" on single enemies bit is not working.

Also, I have no idea if this is the intended interaction or not, but the Radioactive Vortex effect caused by Irradiate seems to be spreading between enemies whenever someone afflicted by the talent dies.

1.0.4-Actually tested all the Irradiate tree.-Fixed Irradiate? Also nerfed slightly cause its an aoe that makes aoes-Radioactive vortex is no longer considered a disease. I suspect it spreading was somehow linked to that?-Fixed Nuclear Fusion, buffed the multiple foes gain-Other two talents are fine-Added ANOTHER check to Second Sun, as I was being bombarded with errors whenever a rare spawned with it. If anyone finds a beam that doesn't work with it, please call out which beam it is and I'll see if I can make the checks account for its foibles.

"Unlike Danmaku" was referring to Danmaku's cancelling bug that causes errors but still allows for damage to be dealt. Irradiate just caused errors and dealt no solo damage. There's no real connection outside of "they can both cause errors."

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